The Celestialborn are a race blessed with celestial lineage, carrying within them the blood of celestial beings. They possess an innate connection to magic, with their celestial heritage manifesting in unique ways.
Ability Score Increase:
Your Charisma score increases by 2. And intelligence by one
Celestial Magic:
You know the light cantrip. When you reach 3rd level, you can cast the lesser restoration spell once per day as a 2nd-level spell. When you reach 5th level, you can also cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.
Arcane Resilience:
You have advantage on saving throws against spells and magical effects.
Celestial Radiance:
As an action, you can emit a radiant aura that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The aura lasts for 1 minute or until you dismiss it as a bonus action. While the aura is active, you and friendly creatures within the aura have advantage on saving throws against being frightened, and any creature that starts its turn within the aura regains hit points equal to your Charisma modifier if it has no more than half of its hit points remaining. Once you use this feature, you can't use it again until you finish a long rest.
Celestial Legacy:
You have resistance to radiant damage. Additionally, when you cast a spell that deals radiant damage or restores hit points, you can add your Charisma modifier to one damage roll or the amount of hit points restored.
I think therace might be op but it's fine I had this race ready so I just copy ad pasted it out of my notes app
The Celestialborn are a race blessed with celestial lineage, carrying within them the blood of celestial beings. They possess an innate connection to magic, with their celestial heritage manifesting in unique ways.
Ability Score Increase:
Your Charisma score increases by 2. And intelligence by one
Celestial Magic:
You know the light cantrip. When you reach 3rd level, you can cast the lesser restoration spell once per day as a 2nd-level spell. When you reach 5th level, you can also cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.
Arcane Resilience:
You have advantage on saving throws against spells and magical effects.
Celestial Radiance:
As an action, you can emit a radiant aura that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The aura lasts for 1 minute or until you dismiss it as a bonus action. While the aura is active, you and friendly creatures within the aura have advantage on saving throws against being frightened, and any creature that starts its turn within the aura regains hit points equal to your Charisma modifier if it has no more than half of its hit points remaining. Once you use this feature, you can't use it again until you finish a long rest.
Celestial Legacy:
You have resistance to radiant damage. Additionally, when you cast a spell that deals radiant damage or restores hit points, you can add your Charisma modifier to one damage roll or the amount of hit points restored.
I think therace might be op but it's fine I had this race ready so I just copy ad pasted it out of my notes app
This exists already in the Aasimar race. Also this is very OP.
For player options, I am submitting my homebrew monk subclass:
Way of the Applied Ki
Rather than focus on martial arts, some monks attune themselves to the forces of magic. These arcane sages augment their skills with the power of wizardry. Through meditation, they can learn to channel their Ki into displays of magical power.
Spellcasting
When you join this Monastic Tradition at 3rd level, you learn ancient monastic arts that allow you cast spells.
Spell Slots. Unlike other spellcasters, you do not have spell slots. Instead, you use Ki to cast spells. To cast an Applied Ki spell of 1st-level or higher, you must expend a number of Ki points equal to the spell’s level. You use the spell's casting time and other rules, but your body becomes the spellcasting focus for these spells, and you don't need to provide any material components.
Cantrips. You know the booming blade cantrip and 1 cantrip other of your choice from the Applied Ki Spell List. You learn an additional cantrip at 10th level. When you cast a cantrip, you don’t need material components for the spell.
Spells Known of 1st-Level and Higher. You learn three 1st-level spells of your choice from the Applied Ki spell list at the end of this Tradition. The Spells Known column of the Applied Ki Spellcasting table shows when you learn more Applied Ki spells. A spell you choose must be of a level no higher than what's shown in the table's Mental Limit column for your level.
When you gain a level, you can choose a Applied Ki spell you know and replace it with another spell from the Applied Ki spell list, which must be of a level for which you have equal to or lower than the level of your mental limit, shown on the Applied Ki Spellcasting table.
Spellcasting Ability. Wisdom is your spellcasting ability for your Applied Ki spells, so you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.
Expanded Reserves
You draw in more Ki than other monks. You have additional Ki points equal to twice your wisdom modifier. These Ki points can only be used for Applied Ki spells and features.
Mystic Fury
Starting at 6th level, you can incorporate magic into your attacks. When you use your action to cast an applied Ki cantrip, you can forgo one of your attacks to cast booming blade.
Spiritual Casting
Your magic makes your attacks faster and stronger. Beginning at 11th level, when you cast an Applied Ki spell with a casting time of 1 action, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Fist of Five Masters
You have mastered the art of Applied Ki. At 17th level, you can use your action to spend 6 Ki points to create an arcane hand of force. This effect works like the Bigby’s Hand spell, except it has a duration of 1 hour.
Details because the table won’t copy paste correctly:
Mental Limit: a 1/3 caster’s max spell slot level
Spell List: Aid, alarm, arcane eye, arcane lock, arcanist’s magic aura, augury, aura of life, aura of purity, aura of vitality, bless, blink, blur, calm emotions, clairvoyance, color spray, comprehend languages, control flames, daylight, dimension door, divination, druidcraft, enhance ability, fly, fog cloud, healing spirit, lesser restoration, gust, guidance, mage hand, mirror image, Misty step, mold earth, moonbeam, polymorph, prestidigitation, remove curse, sanctuary, shape water, silent image, spirit guardians, spirit shroud, Stoneskin, tiny hut, zone of truth, haste, guardian of faith, shield of faith, divine favor
For player options, I am submitting my homebrew monk subclass:
Way of the Applied Ki
Rather than focus on martial arts, some monks attune themselves to the forces of magic. These arcane sages augment their skills with the power of wizardry. Through meditation, they can learn to channel their Ki into displays of magical power.
Spellcasting
When you join this Monastic Tradition at 3rd level, you learn ancient monastic arts that allow you cast spells.
Spell Slots. Unlike other spellcasters, you do not have spell slots. Instead, you use Ki to cast spells. To cast an Applied Ki spell of 1st-level or higher, you must expend a number of Ki points equal to the spell’s level. You use the spell's casting time and other rules, but your body becomes the spellcasting focus for these spells, and you don't need to provide any material components.
Cantrips. You know the booming blade cantrip and 1 cantrip other of your choice from the Applied Ki Spell List. You learn an additional cantrip at 10th level. When you cast a cantrip, you don’t need material components for the spell.
Spells Known of 1st-Level and Higher. You learn three 1st-level spells of your choice from the Applied Ki spell list at the end of this Tradition. The Spells Known column of the Applied Ki Spellcasting table shows when you learn more Applied Ki spells. A spell you choose must be of a level no higher than what's shown in the table's Mental Limit column for your level.
When you gain a level, you can choose a Applied Ki spell you know and replace it with another spell from the Applied Ki spell list, which must be of a level for which you have equal to or lower than the level of your mental limit, shown on the Applied Ki Spellcasting table.
Spellcasting Ability. Wisdom is your spellcasting ability for your Applied Ki spells, so you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.
Expanded Reserves
You draw in more Ki than other monks. You have additional Ki points equal to twice your wisdom modifier. These Ki points can only be used for Applied Ki spells and features.
Mystic Fury
Starting at 6th level, you can incorporate magic into your attacks. When you use your action to cast an applied Ki cantrip, you can make one unarmed strike as a bonus action.
Spiritual Casting
You can cast your spells supernaturally fast. Beginning at 11th level, when you cast an Applied Ki spell with a casting time of 1 action, you can spend 2 Ki Points to cast it as a bonus action.
Fist of Five Masters
You have mastered the art of Applied Ki. At 17th level, you can use your action to spend 6 Ki points to create an arcane hand of force. This effect works like the Bigby’s Hand spell, except it has a duration of 1 hour.
Details because the table won’t copy paste correctly:
Mental Limit: a 1/3 caster’s max spell slot level
Spell List: Aid, alarm, arcane eye, arcane lock, arcanist’s magic aura, augury, aura of life, aura of purity, aura of vitality, bless, blink, blur, calm emotions, clairvoyance, color spray, comprehend languages, control flames, daylight, dimension door, divination, druidcraft, enhance ability, feather fall, fly, fog cloud, healing spirit, lesser restoration, gust, guidance, mage hand, mirror image, Misty step, mold earth, moonbeam, polymorph, prestidigitation, remove curse, sanctuary, shape water, silent image, spirit guardians, spirit shroud, Stoneskin, tiny hut, zone of truth
Number of spells known: as arcane trickster
This may be op because at this point there is so many ways to get ki points especially with homebrew and magic items
As a DM I would not give these items to a player if I thought it would be OP. You can’t rely on magic items to judge a subclass’s power, as the ones you get are 100% random. It’s like warlock with illusionist’s bracers.
The Celestialborn are a race blessed with celestial lineage, carrying within them the blood of celestial beings. They possess an innate connection to magic, with their celestial heritage manifesting in unique ways.
Ability Score Increase:
Your Charisma score increases by 2. And intelligence by one
Celestial Magic:
You know the light cantrip. When you reach 3rd level, you can cast the lesser restoration spell once per day as a 2nd-level spell. When you reach 5th level, you can also cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.
Arcane Resilience:
You have advantage on saving throws against spells and magical effects.
Celestial Radiance:
As an action, you can emit a radiant aura that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The aura lasts for 1 minute or until you dismiss it as a bonus action. While the aura is active, you and friendly creatures within the aura have advantage on saving throws against being frightened, and any creature that starts its turn within the aura regains hit points equal to your Charisma modifier if it has no more than half of its hit points remaining. Once you use this feature, you can't use it again until you finish a long rest.
Celestial Legacy:
You have resistance to radiant damage. Additionally, when you cast a spell that deals radiant damage or restores hit points, you can add your Charisma modifier to one damage roll or the amount of hit points restored.
I think therace might be op but it's fine I had this race ready so I just copy ad pasted it out of my notes app
This exists already in the Aasimar race. Also this is very OP.
You didn’t respond to this. We don’t need this race because there are three different versions of Aasimar, one with subraces. This seems much more powerful and pretty poorly designed. You just used variant Aasimar, took away the Darkvision (why does it not have darkvision?) and necrotic resistance, and added the following:
-the equivalent of the celestial warlocks 6th level feature
-an aura that gives several level one Spell slots worth of hp healing
It may be a little OP, and it may kindasorta step on the Aasimar’s toes a li’l, but I don’t want to discourage anyone from submitting to the competition.
For player options, I am submitting my homebrew monk subclass:
Way of the Applied Ki
Rather than focus on martial arts, some monks attune themselves to the forces of magic. These arcane sages augment their skills with the power of wizardry. Through meditation, they can learn to channel their Ki into displays of magical power.
Spellcasting
When you join this Monastic Tradition at 3rd level, you learn ancient monastic arts that allow you cast spells.
Spell Slots. Unlike other spellcasters, you do not have spell slots. Instead, you use Ki to cast spells. To cast an Applied Ki spell of 1st-level or higher, you must expend a number of Ki points equal to the spell’s level. You use the spell's casting time and other rules, but your body becomes the spellcasting focus for these spells, and you don't need to provide any material components.
Cantrips. You know the booming blade cantrip and 1 cantrip other of your choice from the Applied Ki Spell List. You learn an additional cantrip at 10th level. When you cast a cantrip, you don’t need material components for the spell.
Spells Known of 1st-Level and Higher. You learn three 1st-level spells of your choice from the Applied Ki spell list at the end of this Tradition. The Spells Known column of the Applied Ki Spellcasting table shows when you learn more Applied Ki spells. A spell you choose must be of a level no higher than what's shown in the table's Mental Limit column for your level.
When you gain a level, you can choose a Applied Ki spell you know and replace it with another spell from the Applied Ki spell list, which must be of a level for which you have equal to or lower than the level of your mental limit, shown on the Applied Ki Spellcasting table.
Spellcasting Ability. Wisdom is your spellcasting ability for your Applied Ki spells, so you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.
Expanded Reserves
You draw in more Ki than other monks. You have additional Ki points equal to twice your wisdom modifier. These Ki points can only be used for Applied Ki spells and features.
Mystic Fury
Starting at 6th level, you can incorporate magic into your attacks. When you use your action to cast an applied Ki cantrip, you can make one unarmed strike as a bonus action.
Spiritual Casting
You can cast your spells supernaturally fast. Beginning at 11th level, when you cast an Applied Ki spell with a casting time of 1 action, you can spend 2 Ki Points to cast it as a bonus action.
Fist of Five Masters
You have mastered the art of Applied Ki. At 17th level, you can use your action to spend 6 Ki points to create an arcane hand of force. This effect works like the Bigby’s Hand spell, except it has a duration of 1 hour.
Details because the table won’t copy paste correctly:
Mental Limit: a 1/3 caster’s max spell slot level
Spell List: Aid, alarm, arcane eye, arcane lock, arcanist’s magic aura, augury, aura of life, aura of purity, aura of vitality, bless, blink, blur, calm emotions, clairvoyance, color spray, comprehend languages, control flames, daylight, dimension door, divination, druidcraft, enhance ability, feather fall, fly, fog cloud, healing spirit, lesser restoration, gust, guidance, mage hand, mirror image, Misty step, mold earth, moonbeam, polymorph, prestidigitation, remove curse, sanctuary, shape water, silent image, spirit guardians, spirit shroud, Stoneskin, tiny hut, zone of truth
Number of spells known: as arcane trickster
Not a bad take on a spellcasting monk. I do not like its 6th and 11th level abilities though, as monks already have so many bonus actions. You could go with the Bladesinger Extra Attack feature or allow them to cast a cantrip in place of one of their attacks when they use Flurry of Blows. For the 11th level feature, you could say the spell can be cast in place of one attack as part of the attack action.
The spell list could see some improvement too. You have some spells there that are redundant with monk class features such as Comprehend Languages and Feather Fall, and it could see additions like Haste, Divine Favor or Shield of Faith or other spells that work well for gishes.
For player options, I am submitting my homebrew monk subclass:
Way of the Applied Ki
Rather than focus on martial arts, some monks attune themselves to the forces of magic. These arcane sages augment their skills with the power of wizardry. Through meditation, they can learn to channel their Ki into displays of magical power.
Spellcasting
When you join this Monastic Tradition at 3rd level, you learn ancient monastic arts that allow you cast spells.
Spell Slots. Unlike other spellcasters, you do not have spell slots. Instead, you use Ki to cast spells. To cast an Applied Ki spell of 1st-level or higher, you must expend a number of Ki points equal to the spell’s level. You use the spell's casting time and other rules, but your body becomes the spellcasting focus for these spells, and you don't need to provide any material components.
Cantrips. You know the booming blade cantrip and 1 cantrip other of your choice from the Applied Ki Spell List. You learn an additional cantrip at 10th level. When you cast a cantrip, you don’t need material components for the spell.
Spells Known of 1st-Level and Higher. You learn three 1st-level spells of your choice from the Applied Ki spell list at the end of this Tradition. The Spells Known column of the Applied Ki Spellcasting table shows when you learn more Applied Ki spells. A spell you choose must be of a level no higher than what's shown in the table's Mental Limit column for your level.
When you gain a level, you can choose a Applied Ki spell you know and replace it with another spell from the Applied Ki spell list, which must be of a level for which you have equal to or lower than the level of your mental limit, shown on the Applied Ki Spellcasting table.
Spellcasting Ability. Wisdom is your spellcasting ability for your Applied Ki spells, so you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.
Expanded Reserves
You draw in more Ki than other monks. You have additional Ki points equal to twice your wisdom modifier. These Ki points can only be used for Applied Ki spells and features.
Mystic Fury
Starting at 6th level, you can incorporate magic into your attacks. When you use your action to cast an applied Ki cantrip, you can make one unarmed strike as a bonus action.
Spiritual Casting
You can cast your spells supernaturally fast. Beginning at 11th level, when you cast an Applied Ki spell with a casting time of 1 action, you can spend 2 Ki Points to cast it as a bonus action.
Fist of Five Masters
You have mastered the art of Applied Ki. At 17th level, you can use your action to spend 6 Ki points to create an arcane hand of force. This effect works like the Bigby’s Hand spell, except it has a duration of 1 hour.
Details because the table won’t copy paste correctly:
Mental Limit: a 1/3 caster’s max spell slot level
Spell List: Aid, alarm, arcane eye, arcane lock, arcanist’s magic aura, augury, aura of life, aura of purity, aura of vitality, bless, blink, blur, calm emotions, clairvoyance, color spray, comprehend languages, control flames, daylight, dimension door, divination, druidcraft, enhance ability, feather fall, fly, fog cloud, healing spirit, lesser restoration, gust, guidance, mage hand, mirror image, Misty step, mold earth, moonbeam, polymorph, prestidigitation, remove curse, sanctuary, shape water, silent image, spirit guardians, spirit shroud, Stoneskin, tiny hut, zone of truth
Number of spells known: as arcane trickster
Not a bad take on a spellcasting monk. I do not like its 6th and 11th level abilities though, as monks already have so many bonus actions. You could go with the Bladesinger Extra Attack feature or allow them to cast a cantrip in place of one of their attacks when they use Flurry of Blows. For the 11th level feature, you could say the spell can be cast in place of one attack as part of the attack action.
The spell list could see some improvement too. You have some spells there that are redundant with monk class features such as Comprehend Languages and Feather Fall, and it could see additions like Haste, Divine Favor or Shield of Faith or other spells that work well for gishes.
The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures that they can see within 100 ft of themselves. This amulet has 5 charges, as an action you can expend one or more charges to activate one of the following abilities:
(1 charge) Architect's Insight: you learn the exact location of each hidden passage, weak point, or potential trap within range that is not behind total cover.
(1 or more charges) Build: you create a makeshift wall out of scrap materials you can see within range. For each charge you expend you can create one panel up to 10ft tall, 10 ft long and 1 ft thick. This wall must be resting on the ground or attached to a solid structure. The wall has AC 20 and 50 hit points, it lasts for 2 hours or until destroyed.
(3 charges) Demolition Touch: you destroy a 10ft x 10ft x 10ft cube of worked stone, wood, brick, or plaster that you can touch.
(2 charges) Architectural Vision: you witness one significant event that occurred within the structure or that directly affected the structure, such as battles, natural disasters, important meetings, or notable deaths. [Notes: recalling all the history of a 2000 year old building would take ages and be irritating for the DM, generally the players have something specific in mind they want to learn]
Ok I know people weren't happy with my last h9mebrew and I get ut thank you for the feed back so I decided to try the dm section with a magic item I've been working on this for a while I hope you like it better this time
Name: Architect's Amulet
Description: The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures within their vicinity.
Abilities:
Note:this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges
1. Architect's Insight: The wearer gains a deep understanding of the structural integrity and weaknesses of buildings. They can perceive hidden passages, weak points, and potential traps within a structure.
2. Build and Repair: The wearer can use the amulet to temporarily mend or construct makeshift buildings you can make things like barricades walls or temporarily mend a building fixing a hole the walls and barricades you make may not be more that 10 feet tall and 10 feet long and you can only mend one part of a building these temporary structures last 2 hours
3. Demolition Touch: By touching a structure while wearing the amulet, the wearer can cause targeted destruction. They can destroy a up to a 8 by 8 foot part of a building. This ability can only be used once per day
4. Architect's Vision: By activating this ability, the wearer can see the past of a building or structure. They witness significant events that occurred within the structure's history, such as battles, secret meetings, or tragic incidents. This information can provide valuable insights, hidden treasures, or clues necessary for their quests.
5. Unravel the Blueprint: The wearer can unravel and analyze the metaphysical blueprint of a building, enabling them to discern the intentions behind its construction. This ability unveils secret passages, concealed chambers, or forgotten rooms that were deliberately hidden during its creation.
Limitations:
1. Limited Range: The amulet's powers can affect buildings and structures within a radius of 100 feet from the wearer. Structures beyond this range are unaffected.
2. Structure Complexity: The more complex a building or structure, the more time and effort it requires to manipulate or analyze it. Elaborate and magically fortified structures may resist or limit the amulet's abilities.
3. Preservation Ethics: The amulet cannot be used to sense or manipulate living beings, nor can it be used to directly harm or kill individuals. Its powers are limited to the physical aspects of buildings and structures.
4. Limited Charges: The amulet has a limited number of charges that replenish every 2 days. Each ability consumes a varying number of charges, depending on its complexity and scope.
Roleplaying Hooks:
I really tried with this one making sure it was not to powerful please give honest feedback and tell me what you think thus is for the dms section .
What rarity is it? It seems much too complex, and I can’t read some of it easily because you don’t have punctuation.
Ok I know people weren't happy with my last h9mebrew and I get ut thank you for the feed back so I decided to try the dm section with a magic item I've been working on this for a while I hope you like it better this time
Name: Architect's Amulet
Description: The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures within their vicinity.
Abilities:
Note:this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges
1. Architect's Insight: The wearer gains a deep understanding of the structural integrity and weaknesses of buildings. They can perceive hidden passages, weak points, and potential traps within a structure.
2. Build and Repair: The wearer can use the amulet to temporarily mend or construct makeshift buildings you can make things like barricades walls or temporarily mend a building fixing a hole the walls and barricades you make may not be more that 10 feet tall and 10 feet long and you can only mend one part of a building these temporary structures last 2 hours
3. Demolition Touch: By touching a structure while wearing the amulet, the wearer can cause targeted destruction. They can destroy a up to a 8 by 8 foot part of a building. This ability can only be used once per day
4. Architect's Vision: By activating this ability, the wearer can see the past of a building or structure. They witness significant events that occurred within the structure's history, such as battles, secret meetings, or tragic incidents. This information can provide valuable insights, hidden treasures, or clues necessary for their quests.
5. Unravel the Blueprint: The wearer can unravel and analyze the metaphysical blueprint of a building, enabling them to discern the intentions behind its construction. This ability unveils secret passages, concealed chambers, or forgotten rooms that were deliberately hidden during its creation.
Limitations:
1. Limited Range: The amulet's powers can affect buildings and structures within a radius of 100 feet from the wearer. Structures beyond this range are unaffected.
2. Structure Complexity: The more complex a building or structure, the more time and effort it requires to manipulate or analyze it. Elaborate and magically fortified structures may resist or limit the amulet's abilities.
3. Preservation Ethics: The amulet cannot be used to sense or manipulate living beings, nor can it be used to directly harm or kill individuals. Its powers are limited to the physical aspects of buildings and structures.
4. Limited Charges: The amulet has a limited number of charges that replenish every 2 days. Each ability consumes a varying number of charges, depending on its complexity and scope.
Roleplaying Hooks:
I really tried with this one making sure it was not to powerful please give honest feedback and tell me what you think thus is for the dms section .
What rarity is it? It seems much too complex, and I can’t read some of it easily because you don’t have punctuation.
I still don't understand there's nothing wrong with the punctuation as far as I know and were not critiquing grammar RN so what's wrong with the balancing its self
’this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges’
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Celestialborn
The Celestialborn are a race blessed with celestial lineage, carrying within them the blood of celestial beings. They possess an innate connection to magic, with their celestial heritage manifesting in unique ways.
Ability Score Increase:
Your Charisma score increases by 2. And intelligence by one
Celestial Magic:
You know the light cantrip. When you reach 3rd level, you can cast the lesser restoration spell once per day as a 2nd-level spell. When you reach 5th level, you can also cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.
Arcane Resilience:
You have advantage on saving throws against spells and magical effects.
Celestial Radiance:
As an action, you can emit a radiant aura that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The aura lasts for 1 minute or until you dismiss it as a bonus action. While the aura is active, you and friendly creatures within the aura have advantage on saving throws against being frightened, and any creature that starts its turn within the aura regains hit points equal to your Charisma modifier if it has no more than half of its hit points remaining. Once you use this feature, you can't use it again until you finish a long rest.
Celestial Legacy:
You have resistance to radiant damage. Additionally, when you cast a spell that deals radiant damage or restores hit points, you can add your Charisma modifier to one damage roll or the amount of hit points restored.
I think therace might be op but it's fine I had this race ready so I just copy ad pasted it out of my notes app
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
Join our ranks
This exists already in the Aasimar race. Also this is very OP.
For player options, I am submitting my homebrew monk subclass:
Way of the Applied Ki
Rather than focus on martial arts, some monks attune themselves to the forces of magic. These arcane sages augment their skills with the power of wizardry. Through meditation, they can learn to channel their Ki into displays of magical power.
Spellcasting
When you join this Monastic Tradition at 3rd level, you learn ancient monastic arts that allow you cast spells.
Spell Slots. Unlike other spellcasters, you do not have spell slots. Instead, you use Ki to cast spells. To cast an Applied Ki spell of 1st-level or higher, you must expend a number of Ki points equal to the spell’s level. You use the spell's casting time and other rules, but your body becomes the spellcasting focus for these spells, and you don't need to provide any material components.
Cantrips. You know the booming blade cantrip and 1 cantrip other of your choice from the Applied Ki Spell List. You learn an additional cantrip at 10th level. When you cast a cantrip, you don’t need material components for the spell.
Spells Known of 1st-Level and Higher. You learn three 1st-level spells of your choice from the Applied Ki spell list at the end of this Tradition. The Spells Known column of the Applied Ki Spellcasting table shows when you learn more Applied Ki spells. A spell you choose must be of a level no higher than what's shown in the table's Mental Limit column for your level.
When you gain a level, you can choose a Applied Ki spell you know and replace it with another spell from the Applied Ki spell list, which must be of a level for which you have equal to or lower than the level of your mental limit, shown on the Applied Ki Spellcasting table.
Spellcasting Ability. Wisdom is your spellcasting ability for your Applied Ki spells, so you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.
Expanded Reserves
You draw in more Ki than other monks. You have additional Ki points equal to twice your wisdom modifier. These Ki points can only be used for Applied Ki spells and features.
Mystic Fury
Starting at 6th level, you can incorporate magic into your attacks. When you use your action to cast an applied Ki cantrip, you can forgo one of your attacks to cast booming blade.
Spiritual Casting
Your magic makes your attacks faster and stronger. Beginning at 11th level, when you cast an Applied Ki spell with a casting time of 1 action, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Fist of Five Masters
You have mastered the art of Applied Ki. At 17th level, you can use your action to spend 6 Ki points to create an arcane hand of force. This effect works like the Bigby’s Hand spell, except it has a duration of 1 hour.
Details because the table won’t copy paste correctly:
Mental Limit: a 1/3 caster’s max spell slot level
Spell List: Aid, alarm, arcane eye, arcane lock, arcanist’s magic aura, augury, aura of life, aura of purity, aura of vitality, bless, blink, blur, calm emotions, clairvoyance, color spray, comprehend languages, control flames, daylight, dimension door, divination, druidcraft, enhance ability, fly, fog cloud, healing spirit, lesser restoration, gust, guidance, mage hand, mirror image, Misty step, mold earth, moonbeam, polymorph, prestidigitation, remove curse, sanctuary, shape water, silent image, spirit guardians, spirit shroud, Stoneskin, tiny hut, zone of truth, haste, guardian of faith, shield of faith, divine favor
Number of spells known: as arcane trickster
This may be op because at this point there is so many ways to get ki points especially with homebrew and magic items
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How do you get more ki with magic items? And homebrew doesn’t count.
There are monk specific homebrew items that would help get ki points
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As a DM I would not give these items to a player if I thought it would be OP. You can’t rely on magic items to judge a subclass’s power, as the ones you get are 100% random. It’s like warlock with illusionist’s bracers.
You didn’t respond to this. We don’t need this race because there are three different versions of Aasimar, one with subraces. This seems much more powerful and pretty poorly designed. You just used variant Aasimar, took away the Darkvision (why does it not have darkvision?) and necrotic resistance, and added the following:
-the equivalent of the celestial warlocks 6th level feature
-an aura that gives several level one Spell slots worth of hp healing
-an effect that’s literally an epic boon
so yeah, it’s OP.
It may be a little OP, and it may kindasorta step on the Aasimar’s toes a li’l, but I don’t want to discourage anyone from submitting to the competition.
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Not a bad take on a spellcasting monk. I do not like its 6th and 11th level abilities though, as monks already have so many bonus actions. You could go with the Bladesinger Extra Attack feature or allow them to cast a cantrip in place of one of their attacks when they use Flurry of Blows. For the 11th level feature, you could say the spell can be cast in place of one attack as part of the attack action.
The spell list could see some improvement too. You have some spells there that are redundant with monk class features such as Comprehend Languages and Feather Fall, and it could see additions like Haste, Divine Favor or Shield of Faith or other spells that work well for gishes.
All good points. I will make some changes.
Architect's Amulet
Very Rare, requires attunement
The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures that they can see within 100 ft of themselves. This amulet has 5 charges, as an action you can expend one or more charges to activate one of the following abilities:
The amulet regains all charges after a long rest.
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What rarity is it? It seems much too complex, and I can’t read some of it easily because you don’t have punctuation.
I'm taking this DM option WAY too literally, but: Brick Astley. Any feedback?
Also, can someone help me suggest a challenge rating because I have no idea how strong this is?
I hate you so much. Jk, but why?
What do you mean there is punctuation
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Look at the notes section under abilities.
Bruh are you talking about spelling where I spelled this as thus
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I still don't understand there's nothing wrong with the punctuation as far as I know and were not critiquing grammar RN so what's wrong with the balancing its self
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So this doesn’t need any punctuation whatsoever?
’this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges’